akots
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Post by akots on Nov 26, 2017 5:56:03 GMT
Nice article. The main issue I have is about "random". There are different kinds of random. From the Bioware/EA side, we can expect finite "random" progression aka ME3MP, infinite "random" progression aka DAIMP, or infinite-finite "random" with pity timer progression aka MEAMP. Since they don't stick to some stable model and obviously use their customers as test subjects, Anthem will have some sort of different model. SWBF2 obviously did it wrong, there is no question about it. but where is the borderline here? "Random" is really pRNG which is not completely independent strictly speaking. But since half-decent pRNG these days passes most of weak randomness tests, it will probably suffice. However, some randomness laws and some fundamental gambling principles are not strictly applicable. And we can get Sid Meier's type of random, if developers are really good and try to get fair feedback from the players. I'm talking about this classical video mostly. The random-random part starts at around 18th minute. And where is Stardusk who bought most of his Meda manifest with real money? And why some other people who did not pay a dime still continue to play it and he is not showing up for months? With regard to legislation, IDK of course, but it should not be complicated. EA lobbyists will negotiate some reasonable borderline which will be acceptable to everyone. The law will fly through the Congress and up and other countries will just copy paste it with some local minor modifications as usual. For now, the industry is largely Wild West and there is no regulations at all because of definitions of gambling. As long as the sales are going through some abstract points which guarantee some virtual goods and chance for other virtual goods, it is not covered by anything meaningfully applicable.
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Heimdall
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Post by Heimdall on Nov 26, 2017 9:10:15 GMT
Still, I do hope this backlash alone is enough to discourage similarly aggressive practices. Especially at EA, I expect they’ll be less cavalier about introducing such systems going forward. I agree. Now the question is since all the focus has been on EA, have the other publishers learned from it as well or are they going to need a massive public backlash too. Now if another publisher does something equally obnoxious and they don't get this level of coverage I know this wasn't about these lootboxes, but it was more about EA. Mixing EA and Star Wars with was sort of a perfect storm situation. Still, just recently Bungie quickly changed their xp system in Destiny 2 in response to allegations that they were throttling xp gains to encourage Bright Engram purchases. I think developers watching this situation are more scared of fan backlash now, which is a good thing.
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Post by Heimdall on Nov 26, 2017 10:51:42 GMT
Also not related to Anthem, but apparently som F2P developers are having a crisis of conscience over their business model?
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Post by Gandalf the Fabulous on Nov 26, 2017 11:49:35 GMT
Also not related to Anthem, but apparently som F2P developers are having a crisis of conscience over their business model? Wow $30 dollars upfront for a clicker game? Being a little ambitious with the price there don't you think? But I suppose if you have people spending thousands of dollars on microtransactions for a FUCKING CLICKER GAME I think you can safely say we have kind of lost the war against microtransactions, honestly if you are going to spend thousands on a clicker game you really shouldn't be allowed to own and access a credit card.
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Post by Sartoz on Nov 26, 2017 11:55:23 GMT
Also not related to Anthem, but apparently som F2P developers are having a crisis of conscience over their business model? Snip -(_ANTHEM_)-
Thanks to DICE's over the top MT / Loot Box fiasco, youtube game critics and us gamers ( to some extent ), are now sensitized to this unpalatable monetesation schemes.
But, a crisis in conscience? ... don't think so. At least as far as "acceptable MTs are concerned".
The gutting of Visceral Games is proof that EA wants to enforce their monetisation directive in "Hyperspace", as Wilson put it. I really doubt Wilson is ready to give up this lucrative "games-as-a-service" business model.
This means that Anthem will have s design scheme that brings a constant revenue stream to EA.
(🌸=◡=)
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Post by Heimdall on Nov 26, 2017 12:26:43 GMT
Also not related to Anthem, but apparently som F2P developers are having a crisis of conscience over their business model? Snip -(_ANTHEM_)-
Thanks to DICE's over the top MT / Loot Box fiasco, youtube game critics and us gamers ( to some extent ), are now sensitized to this unpalatable monetesation schemes.
But, a crisis in conscience? ... don't think so. At least as far as "acceptable MTs are concerned".
The gutting of Visceral Games is proof that EA wants to enforce their monetisation directive in "Hyperspace", as Wilson put it. I really doubt Wilson is ready to give up this lucrative "games-as-a-service" business model.
This means that Anthem will have s design scheme that brings a constant revenue stream to EA.
(🌸=◡=)
I don’t quite agree. Wilson has now presided over three failures of this business model: Dungeon Keeper, Need for Speed, and Battlefront II. With the latter kicking off an uproar of such proportions rarely if ever seen in the industry. The execs will be under a great deal of pressure to make changes as investors will not be so keen on the risks of this model, even if this means just using less contentious forms of microtransactions like cosmetics. Of course, we won’t have much insight until Wilson or Jorgensen do interviews or until their earnings call in January. If they’re smart, they’ll realize that gaming media is sensitized to this issue now and similar lootbox schemes won’t get a pass going forward. If not, well, we’ll see.
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midnight tea
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Post by midnight tea on Nov 26, 2017 13:01:28 GMT
Also not related to Anthem, but apparently som F2P developers are having a crisis of conscience over their business model? Snip -(_ANTHEM_)-
Thanks to DICE's over the top MT / Loot Box fiasco, youtube game critics and us gamers ( to some extent ), are now sensitized to this unpalatable monetesation schemes.
But, a crisis in conscience? ... don't think so. At least as far as "acceptable MTs are concerned".
The gutting of Visceral Games is proof that EA wants to enforce their monetisation directive in "Hyperspace", as Wilson put it. I really doubt Wilson is ready to give up this lucrative "games-as-a-service" business model.
This means that Anthem will have s design scheme that brings a constant revenue stream to EA.
(🌸=◡=)
Problem is that, according to reports, there was no 'gutting' of Visceral. The studio was, among other things, in financial troubles due to it being located in super-expensive city (San Francisco) and some interviewed Visceral devs said that shutting it down was " a mercy killing", plus expressed their surprise that EA allowed them to try and move forward with the project as long as they did, instead of nipping it in the bud. Plus... you realize that Visceal wasn't the only studio that shut or was in trouble recently? Telltale games fired 25% of their workers. Several other gaming studios closed/have been shut or experienced massive layoffs recently (Runic Games; CCP Games, Gazillion, Motiga).
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Post by Amirit on Nov 26, 2017 14:42:48 GMT
-(_ANTHEM_)-
Thanks to DICE's over the top MT / Loot Box fiasco, youtube game critics and us gamers ( to some extent ), are now sensitized to this unpalatable monetesation schemes.
But, a crisis in conscience? ... don't think so. At least as far as "acceptable MTs are concerned".
The gutting of Visceral Games is proof that EA wants to enforce their monetisation directive in "Hyperspace", as Wilson put it. I really doubt Wilson is ready to give up this lucrative "games-as-a-service" business model.
This means that Anthem will have s design scheme that brings a constant revenue stream to EA.
(🌸=◡=)
Problem is that, according to reports, there was no 'gutting' of Visceral. The studio was, among other things, in financial troubles due to it being located in super-expensive city (San Francisco) and some interviewed Visceral devs said that shutting it down was " a mercy killing", plus expressed their surprise that EA allowed them to try and move forward with the project as long as they did, instead of nipping it in the bud. Plus... you realize that Visceal wasn't the only studio that shut or was in trouble recently? Telltale games fired 25% of their workers. Several other gaming studios closed/have been shut or experienced massive layoffs recently (Runic Games; CCP Games, Gazillion, Motiga). Pardon me for saying this but you do have a problem of selective reading/listening. In the very article you linked is clearly stated that it was mismanagement from EA side that brought all the troubles to Visceral (and, btw, problem of San Francisco was solved before studio was closed). If anything the article proves EA did not just murdered Visceral but first had all the fun with torturing it: EA wanted the Vancouver team to take over the project. This created low morale among employees and steady departures. A previously established management structure that was meant to give Visceral employees more freedom, was taken over by EA Vancouver's more bureaucratic system.On top of that was the need to run decisions through multiple channels of management. First the team at Disney in charge of Star Wars, who would take months or even years to approve design ideas.And even in that article the author suggests to read original kotaku investigation to get the full picture. Sure there were other studios that had financial problems, but they did not work on SW game, their "umbrella" publishers did not had notable scandals around MTs, their developers were not asked to introduce lootboxes into linear adventures, their CEOs did not brag about MT revenues and promising switching everything to the "game as a service" model. Not to mention, those studios were not closed with an "explanation" that "In its current form, it was shaping up to be a story-based, linear adventure game. ... It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design." Same thing with the video. Somehow you ignored all the citations from interviews, financial reports, presentations and so on on account of the "guy did not attack Activision, so I do not believe him".
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Post by Heimdall on Nov 26, 2017 15:20:05 GMT
Problem is that, according to reports, there was no 'gutting' of Visceral. The studio was, among other things, in financial troubles due to it being located in super-expensive city (San Francisco) and some interviewed Visceral devs said that shutting it down was " a mercy killing", plus expressed their surprise that EA allowed them to try and move forward with the project as long as they did, instead of nipping it in the bud. Plus... you realize that Visceal wasn't the only studio that shut or was in trouble recently? Telltale games fired 25% of their workers. Several other gaming studios closed/have been shut or experienced massive layoffs recently (Runic Games; CCP Games, Gazillion, Motiga). Pardon me for saying this but you do have a problem of selective reading/listening. In the very article you linked is clearly stated that it was mismanagement from EA side that brought all the troubles to Visceral (and, btw, problem of San Francisco was solved before studio was closed). If anything the article proves EA did not just murdered Visceral but first had all the fun with torturing it: EA wanted the Vancouver team to take over the project. This created low morale among employees and steady departures. A previously established management structure that was meant to give Visceral employees more freedom, was taken over by EA Vancouver's more bureaucratic system.On top of that was the need to run decisions through multiple channels of management. First the team at Disney in charge of Star Wars, who would take months or even years to approve design ideas.And even in that article the author suggests to read original kotaku investigation to get the full picture. Sure there were other studios that had financial problems, but they did not work on SW game, their "umbrella" publishers did not had notable scandals around MTs, their developers were not asked to introduce lootboxes into linear adventures, their CEOs did not brag about MT revenues and promising switching everything to the "game as a service" model. Not to mention, those studios were not closed with an "explanation" that "In its current form, it was shaping up to be a story-based, linear adventure game. ... It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design." Same thing with the video. Somehow you ignored all the citations from interviews, financial reports, presentations and so on on account of the "guy did not attack Activision, so I do not believe him". You could do with some closer reading yourself. The original article says that they did eventually hire more people, but at no point did it indicate that the financial hurdles of running a studio in San Francisco were solved. Some blame can be laid at EA’s feet, but not because they were trying to run the studio into the ground. For example, EA Motive was supposed to help Visceral, but after the backlash of Battlefront 2015 they were retasked with working on the single player campaign for Battlefront II (something fans asked for). The article also describes how the development process was in tatters due to clashes between Amy Hennig and the rest of the studio, apparently she didn’t really trust them and forced all desicions to go through her. Not to mention sometimes waiting weeks to get the green light from Lucasfilm for every aesthetic design. While EA deserves some blame for mismanagement, there’s plenty to go around.
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Post by midnight tea on Nov 26, 2017 15:31:26 GMT
Problem is that, according to reports, there was no 'gutting' of Visceral. The studio was, among other things, in financial troubles due to it being located in super-expensive city (San Francisco) and some interviewed Visceral devs said that shutting it down was " a mercy killing", plus expressed their surprise that EA allowed them to try and move forward with the project as long as they did, instead of nipping it in the bud. Plus... you realize that Visceal wasn't the only studio that shut or was in trouble recently? Telltale games fired 25% of their workers. Several other gaming studios closed/have been shut or experienced massive layoffs recently (Runic Games; CCP Games, Gazillion, Motiga). Pardon me for saying this but you do have a problem of selective reading/listening. In the very article you linked is clearly stated that it was mismanagement from EA side that brought all the troubles to Visceral (and, btw, problem of San Francisco was solved before studio was closed). If anything the article proves EA did not just murdered Visceral but first had all the fun with torturing it: EA wanted the Vancouver team to take over the project. This created low morale among employees and steady departures. A previously established management structure that was meant to give Visceral employees more freedom, was taken over by EA Vancouver's more bureaucratic system.On top of that was the need to run decisions through multiple channels of management. First the team at Disney in charge of Star Wars, who would take months or even years to approve design ideas.Don't accuse me of something you're doing. And no, the article doesn't 'clearly states that it was mismanagement from EA' side - if you actually read article this article quoted, it'd be even clearer that the situation ain't as one-sided as you'd like it to be. Vancouver actually stepped in after the project was already years in development hell. Similarly like in case of MEA, we have a situation where ambitious endeavor didn't meet proper project management, and that's on top of what I mentioned of cost of maintaining the studio in San Francisco and a few other things. They 'pivoted the design' because the game simply wasn't gluing together, regardless of issues with EA and Disney. Read the whole damn article and you'd know, instead of cherrypicking. Oh please. Don't be like MJ who lives in black-and-white world and assumes that questioning the validity of a hypothesis means that I "ignore all". EA has a lot of dirt behind their ears, but making it this evil empire that is almost solely responsible for lootcrate craze and 'destroying Visceral' and SP games and stuff is a thing from cartoons, not reality.
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Post by llandwynwyn on Nov 26, 2017 15:41:26 GMT
You all better pray for BioWare. EA entire vision for the company was the loot boxes model they definitely put in Anthem; which now will probably be cut. If the game fails it won't be good news.
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Post by SofaJockey on Nov 26, 2017 15:49:56 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).*
* Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's.
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Post by linksocarina on Nov 26, 2017 16:09:32 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).* * Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's. At the rate the cynicism is going, it might get a name change. I hope not though.
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Post by Heimdall on Nov 26, 2017 16:13:43 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).* * Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's. EPCOR
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Post by midnight tea on Nov 26, 2017 16:18:36 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).* * Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's. At the rate the cynicism is going, it might get a name change. I hope not though. If the games remain good then I... don't really care that much about the studio name. But at this point I'd be really surprised if EA wasn't aware that stamping their brand on stuff probably ain't something that doesn't act like a red flag to a bull. So it remains to be seen what they'd do.
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Post by llandwynwyn on Nov 26, 2017 16:39:40 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).* * Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's. Yeah, because they expected to make sweet money with Anthem lootboxes, probably. It's the apple's in EA's eye for a reason. If they're forced to cut microtransactions from the game and it fails, it'd be a (another) heavy hit for BW.
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Post by midnight tea on Nov 26, 2017 16:45:50 GMT
Moving BioWare into the ELCOR building is a significant investment with many years of lease commitment. If BioWare is to be gutted, it'll be by failure or accident, not by intent (at least not in the medium term).* * Unless the studio is simply retitled EA Edmonton, though I suspect BioWare's name is still worth more than EA's. Yeah, because they expected to make sweet money with Anthem lootboxes, probably. It's the apple's in EA's eye for a reason. If they're forced to cut microtransactions from the game and it fails, it'd be a (another) heavy hit for BW. I don't think people are calling for "cutting of every micro-transactions" or perhaps even lootcrates, ever - just ensuring that the practices aren't predatory and forced on player or pay to win, especially in PVP games. Even the situation with BF2 is temporary - although how they'd get out of that remains to be seen. Also - why are we talking about EA being forced to cut mts or lootboxes from a game that is still almost a year away? Did someone peer into their crystal ball?
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Post by Sanunes on Nov 26, 2017 16:54:32 GMT
Yeah, because they expected to make sweet money with Anthem lootboxes, probably. It's the apple's in EA's eye for a reason. If they're forced to cut microtransactions from the game and it fails, it'd be a (another) heavy hit for BW. I don't think propel are calling for "cutting of every micro-transactions" or perhaps even lootcrates, ever - just ensuring that the practices aren't predatory and forced on player or pay to win, especially in PVP games. Even the situation with BF2 is temporary - although how they'd get out of that remains to be seen. Also - why are we talking about EA being forced to cut mts or lootboxes from a game that is still almost a year away? Did someone peer into their crystal ball? I agree, the only way those system would disappear from games would be that they developed a replacement system. Yes Battlefront 2 has had its MTX/LB suspended and they tweaked the Need for Speed ones, but there was a boycott someone was trying to organize for FIFA over Black Friday and we haven't heard anything about that yet. I just think the system will be tweaked to make sure it is what players are willing to accept. Especially if other publishers are sticking to MTX/LB.
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Post by llandwynwyn on Nov 26, 2017 17:22:59 GMT
Yeah, because they expected to make sweet money with Anthem lootboxes, probably. It's the apple's in EA's eye for a reason. If they're forced to cut microtransactions from the game and it fails, it'd be a (another) heavy hit for BW. I don't think people are calling for "cutting of every micro-transactions" or perhaps even lootcrates, ever - just ensuring that the practices aren't predatory and forced on player or pay to win, especially in PVP games. Even the situation with BF2 is temporary - although how they'd get out of that remains to be seen. Also - why are we talking about EA being forced to cut mts or lootboxes from a game that is still almost a year away? Did someone peer into their crystal ball?How about the entire fiasco of bad rep EA is receiving right now due to their practice of random lootboxes (that's is EA chosen design model), with governments being involved and calling SW (via the B2 game) the Joe Camel of video games? I guess they could rework it, and what it could mean to Anthem, but that's a slight different conversation, that you are free to discuss.
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Post by majesticjazz on Nov 26, 2017 18:00:45 GMT
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Post by majesticjazz on Nov 26, 2017 18:11:03 GMT
I don't think people are calling for "cutting of every micro-transactions" or perhaps even lootcrates, ever - just ensuring that the practices aren't predatory and forced on player or pay to win, especially in PVP games. Even the situation with BF2 is temporary - although how they'd get out of that remains to be seen. Also - why are we talking about EA being forced to cut mts or lootboxes from a game that is still almost a year away? Did someone peer into their crystal ball?How about the entire fiasco of bad rep EA is receiving right now due to their practice of random lootboxes (that's is EA chosen design model), with governments being involved and calling SW (via the B2 game) the Joe Camel of video games? I guess they could rework it, and what it could mean to Anthem, but that's a slight different conversation, that you are free to discuss. This will mark the 2nd game in a row for Bioware that had to market their game through a shaky environment. 1) MEA had to deal with fans still bitter about leaving the Milky Way and ME3's ending. Then came the animations just before release. 2) Anthem will have to deal with all the falling debris from the SWBF2 debacle and gamers and the media is already eyeing Anthem. Anthem can burn for all I care.
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Post by midnight tea on Nov 26, 2017 18:15:18 GMT
I don't think people are calling for "cutting of every micro-transactions" or perhaps even lootcrates, ever - just ensuring that the practices aren't predatory and forced on player or pay to win, especially in PVP games. Even the situation with BF2 is temporary - although how they'd get out of that remains to be seen. Also - why are we talking about EA being forced to cut mts or lootboxes from a game that is still almost a year away? Did someone peer into their crystal ball?How about the entire fiasco of bad rep EA is receiving right now due to their practice of random lootboxes (that's is EA chosen design model), with governments being involved and calling SW (via the B2 game) the Joe Camel of video games? Considering the 'fiasco of bad rep EA is receiving' it actually baffles me even more why you are talking about Anthem being 'forced to cut anything' or perhaps even experience a debacle of BF2 proportions? A year is a lot of time needed to rework or adjust the model, and that's assuming that the model was the same/similar to begin with. At this point in time only 2 titles out of many existing have had FIFAish model transplanted into them. The video linked in the thread mentions that EA is eyeing specific games to implement it in them, rather than a whole range of their games. Heck, even with MEA, where here were many gripes people had with the game, multiplayer and lootboxes in it weren't really among them. That means that Bioware can actually implement them without it being such a point of contention. Anthem will of course experience way more scrutiny, because the discussion about lootboxes ain't just an EA problem so everybody will be eyeing all major releases with suspicion from now on, but nobody can tell where we or industry would be a year from now. A year ago we didn't really consider that at end of 2017 we'd be raging about mts/loot crates/gambling - everybody was still fuming about stuff like season passes.
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Post by Amirit on Nov 26, 2017 18:51:19 GMT
You could do with some closer reading yourself. The original article says that they did eventually hire more people, but at no point did it indicate that the financial hurdles of running a studio in San Francisco were solved. We sure all can use some imrovement in reading department: EA had a somewhat elegant solution for this staffing problem. During the first year of preproduction, as the Ragtag team wrote, designed, and prototyped, Hennig would work with newly hired producer Jade Raymond to build a studio in Montreal, where game development costs significantly less thanks to a lower cost of living and tax benefits provided by the Quebec government. This studio, called EA Motive, would add another 70 people to Ragtag, helping out both with the single-player campaign and a multiplayer “second mode” that EA had demanded. (At that point, per four sources, the second mode was going to be a space combat game that was sort of like a scaled-down version of Yuma.)True, it does not state "everyone were moved". But it also does not state something like "but it was never done and all remained in the most expensive sity ever". The article also describes how the development process was in tatters due to clashes between Amy Hennig and the rest of the studio, apparently she didn’t really trust them and forced all desicions to go through her. Not to mention sometimes waiting weeks to get the green light from Lucasfilm for every aesthetic design. Remind me, please, who appointed Amy Hennig to the studio she was not familiar with? This is exactly what I said - mismanagement on EA side. And, btw, Amy's control freak behavior slowed down production, but no one said the product was bad at that step: “This was the coolest shit I’ve ever seen,” said one person who saw the story. “[Hennig] had total buy-in from the start on that. Everybody was buzzing.”.They 'pivoted the design' because the game simply wasn't gluing together, regardless of issues with EA and Disney. Eh... That were not my words but words from EA: EA’s statement made the same implications, stating about Ragtag: In its current form, it was shaping up to be a story-based, linear adventure game. Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace. It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design.You can not be more clear stating "no more story-based, linear adventure game, give me something people will play endlessly". Story behind the whole situation can be complicated, but that particular statement is very clear. And that particular statement was given as a reason to stop production of the game and closing the studio. EA has a lot of dirt behind their ears, but making it this evil empire that is almost solely responsible for lootcrate craze and 'destroying Visceral' and SP games and stuff is a thing from cartoons, not reality. Really? So, you do have evidence that the video was all a lie and EA did not invented lootboxes in a way they are using them now way before mobile games used the same tactic? And you know for sure Visceral closed itself, EA had nothing to do with it? And all these talking from EA officials about "games as service" - also just rumors, they never said anything like it? The video actually was about hard situation EA painted itself: they bet everything on MTs. They tried to put it everywhere in every game they produce, hurting franchises and closing studios when their games did not work well with MT. And at the end of the day their game portfolio shrinks while MTs now attract a lot of negative attention. If MT bauble explodes - they risk to be left with nothing.
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Post by llandwynwyn on Nov 26, 2017 18:52:14 GMT
@midnight tea
why you are talking about Anthem being 'forced to cut anything' or perhaps even experience a debacle of BF2 proportions?
I'm talking because this is an open discussion on the situation and how can it affect Anthem. You're free to discuss whatever you want, but don't try to censor ideas that don't please you and don't do for a flimsy reason as "they still have x time". We are in the present, we'll discuss what we know rn an can deduct. As of right now, players are complaining with rejection high, Disney probably forced EA to shut down for now, the government got involved.
The video linked in the thread mentions that EA is eyeing specific games to implement it in them, rather than a whole range of their games Heck, even with MEA, where here were many gripes people had with the game, multiplayer and lootboxes in it weren't really among them.
Wow ok, nothing to see here folks. Close the thread, mods.
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Post by Heimdall on Nov 26, 2017 19:24:06 GMT
You could do with some closer reading yourself. The original article says that they did eventually hire more people, but at no point did it indicate that the financial hurdles of running a studio in San Francisco were solved. We sure all can use some imrovement in reading department: EA had a somewhat elegant solution for this staffing problem. During the first year of preproduction, as the Ragtag team wrote, designed, and prototyped, Hennig would work with newly hired producer Jade Raymond to build a studio in Montreal, where game development costs significantly less thanks to a lower cost of living and tax benefits provided by the Quebec government. This studio, called EA Motive, would add another 70 people to Ragtag, helping out both with the single-player campaign and a multiplayer “second mode” that EA had demanded. (At that point, per four sources, the second mode was going to be a space combat game that was sort of like a scaled-down version of Yuma.)True, it does not state "everyone were moved". But it also does not state something like "but it was never done and all remained in the most expensive sity ever". ...Are you just willfully ignoring the article now? EA Motive never helped Visceral because EA moved them on to create the single-player campaign for Battlefront II after demand for it in the aftermath of Battlefront 2015. This solution never got put into practice, ironically because EA was responding properly to consumer demand for once..And as the article states, the story wasn’t the problem. Everything else was the problem since she insisted every gameplay design decision go through her. The article even states that the narrative design employees were quite happy with her, it’s the rest that were less than thrilled. EA hired a talented designer to head a project with a talented studio. People are hired to work with new teams all the time, the expectation is that they build a relationship of trust and get things done, not turn into a control freak that refuses to delegate. I don’t really see how you can claim only EA is to blame despite them having every reason to trust Hennig’s talent given her previous track record.
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